5 hots simply dont happen unless you are healing 5 people at most, and even then having much more than 3-4 hots on one target, 4-6 on tank, and 2 on the rest seems to be an issue, might be easier with a few extra persitence ranks (3-5 instead of 0).
For this being super broken for cms though, tbh this might be a tad bit strong for the lower tier cms, but at higher tiers, you will rely on people not getting one shot, I am already having problems keeping people topped to 80-100% for certain abilities, on tier 7. Sadly we were a bit too tired to use our tier 8 keystone, but I can assure you that I would've had a lot more trouble on certain packs/bosses compared to lets say a resto shaman or holy paladin, while I would be better on other packs.
Now ofc I dont really expect current tuning to be standing on live, but once you reach higher tiers it will come to a point where these numbers are very realistic.
Once you reach higher lvls having some life buffers from shamans, shields/sac aura from paladin to be necessary to keep your party alive. And resto druids while strong in terms of hps, they are not a clear winner just because they have no means of making people survive abilities that deal above 101-120% blows, and also need to have a certain HoT build up to quickly get people up to necessary hp thresholds.
But yeah, while I feel like resto druid could probably be nerfed a bit I would say the target nerf should be a minor one towards rejuv, currently I see very little reason to pick properity or cenarion ward over germination in both raid and cms. In cms this makes a lot of sense, but in a raid situation I would say it should feel less punishing to pick properity/cenarion ward, in any situation where it isnt focused damage towards a few select targets. flourish feels very strong atm, both in raids and especially in 5 mans, MoC feels useful, but nothing close to flourish, and don't get me started on stonebark, while flourish is usually combined with WG it is quite a few rejuvs in the picture aswell, so a small nerf to rejuv, and a nerf to flourish (i'd expect longer cd or 1 sec less duration.)
Overall from what I've seen we're a bit stronger than other healers, but not by a super large margin.
aswell as we need a buff to the dreamwalker major trait, we should get a 3% ish buff, and a nerf netting us 3-4% less throughput than now, and I think we are on a good way to be balanced.
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Cultivation brings healing to the ones that needs it, spring blossom, idk, doesnt feel reliable enough, and also impossible to track atm, flourish though, really brings this mastery in to play, hot up a few targets, wild growth (sotf if you got it), flourish throw out a few extra hots, and tranq, if your raid somehow isnt topped up after this. Also how can you say it doesn't make you play differently, I even struggle to keep playing my old playstyle on Live, because it changes my way of playing so drastically.
Flourish really boosts the value of our mastery, because it buffs it massively abuse it when it is needed.
As for the raid testing I will only mention the first boss, because the second was just really unsuccessful and was very low focus on optimizing healing, but the first boss, the raid wide healing felt really good, my rotation was basically wild growth first time he "jumps down", build up rejuvs -> sotf -> wg -> flourish -> more rejuvs (tried to aim for poison debuffs/wild growth targets) and then tranq second time he "jumps down". Some extra tank healing and healing on debuffed targets felt like some great additional bonus for being a resto druid...